IEnumerator damageColor(enemy e) { e.GetComponent <Renderer>().material = dmgMat; yield return(new WaitForSeconds(damageCd)); e.GetComponent <Renderer>().material = eMat; }
// Start is called before the first frame update void Start() { try { chouseEnemy.captionText.text = "Trent"; chouseEnemy.options[0].text = "Trent"; chouseEnemy.options[1].text = "Mole"; chouseEnemy.options[2].text = "Trent Heavy"; hippoSpeed.text = "5"; winScore.text = "10"; rechargeTime.text = "2"; enemyRecharge.text = "4"; DropdownItemSelected(chouseEnemy); chouseEnemy.onValueChanged.AddListener(delegate { DropdownItemSelected(chouseEnemy); }); } catch (NullReferenceException) { } try { enemy = enemy.GetComponent <enemy>(); } catch (NullReferenceException) { } }
public override ActionResult Execute(RAIN.Core.AI ai) { body = ai.Body.GetComponentInChildren <enemy>(); body.GetComponent <Collider>().isTrigger = false; body.canBeDamaged = true; return(ActionResult.SUCCESS); }
// Update is called once per frame void Update() { if (player != null) { displayHealth = player.GetComponent <enemy>().health.ToString(); coolasshealthtext.text = ("Health:" + displayHealth); } }
IEnumerator stun(enemy e) { var renderer = e.GetComponent <SpriteRenderer>(); //goomba.SetBool("stun", true); e.enabled = false; renderer.color = new Color(1, 1, 1, .4f); yield return(new WaitForSeconds(wait)); e.enabled = true; renderer.color = new Color(1, 1, 1, 1); //goomba.SetBool("stun", false); }
public void GenerateRooms(Room room, int ind) { if (room.type == 1) { GameObject BuyHp = ShopItems[0]; GameObject BuyStr = ShopItems[1]; Instantiate(BuyHp, BuyHp.transform.position, BuyHp.transform.rotation); Instantiate(BuyStr, BuyStr.transform.position, BuyStr.transform.rotation); } float x = room.gridPos[0]; float y = room.gridPos[1]; bool canbebossroom = room.openBot && !room.openLeft && !room.openRight && !room.openTop || !room.openBot && room.openLeft && !room.openRight && !room.openTop || !room.openBot && !room.openLeft && room.openRight && !room.openTop || !room.openBot && !room.openLeft && !room.openRight && room.openTop; if (!boss && canbebossroom) { boss = true; Vector3 position = new Vector3(room.gridPos.y * 9, 0, room.gridPos.x * 9); enemy Boss = Bosses[Random.Range(0, Bosses.Length)]; Boss.GetComponent <enemy>().roomPos = new Vector3(room.gridPos.y * 9 - 3.5f, 0, room.gridPos.x * 9 - 3.5f); Instantiate(Boss, position, Quaternion.identity, transform); } else { if (ind <= 0 && !powerup) { powerup = true; Texture2D thisroom = poweruprooms[Random.Range(0, poweruprooms.Length)]; int length = thisroom.width; for (int i = 0; i < length; i++) { for (int j = 0; j < length; j++) { GenerateTile(i, j, thisroom, room); } } } else { Texture2D thisroom = patterns[Random.Range(0, patterns.Length)]; int length = thisroom.width; for (int i = 0; i < length; i++) { for (int j = 0; j < length; j++) { GenerateTile(i, j, thisroom, room); } } } } }
void Start() { currentAmountEnemies = enemiesAtATime; //TODO remember to implement choosing enemy positions for (int i = 0; i < currentAmountEnemies; i++) { enemy e = ObjectPooler.Instance.SpawnFromPool("enemy", new Vector2(UnityEngine.Random.Range(-5, 5), UnityEngine.Random.Range(-5, 5)), Quaternion.identity).GetComponent <enemy>(); e.onKillListeners += incKillCount; EB_BackAndForth EB = e.GetComponent <EB_BackAndForth>(); EB.EnemyDirection = (EB_BackAndForth.Direction)UnityEngine.Random.Range(0, 3); EB.EnemySpeed = UnityEngine.Random.Range(-1f, 1f) + EB.EnemySpeed; EB.PauseInterval = UnityEngine.Random.Range(0, 3); EB.WalkInterval = UnityEngine.Random.Range(2, 5); } }